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Messages - Trinity Armory

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331
Add-Ons / Re: GSF Add-On Topic [Unfinished Content Released!]
« on: August 29, 2012, 04:34:07 AM »
And on the bright side he DID release the unfinished content, so if someone could finish it we'd be in buisness, in theory.

332
Development / Re: 2012/08/26 - Blockland r1715
« on: August 29, 2012, 01:09:12 AM »
loving love intel.
Apparently Blockland isn't reading my Nvidia card instead of my Intel card. I am disappoint at this factor too x,x

333
Wait, acid spit was used? O_o
The basic acid spit, not whatever you two were cooking up.

And to reiterate my issues from before, so others may argue at leasure:

1. Jumping Spiders, the biggest issue was, because they spawned so fast, it easily led to zerg rushes of 4-5 large, high-health, poisonous enemies that under normal circumstances weren't too crippling and it basicly lead to MAS getting roflstomped for a good half hour by Jumpers until someone made the front door too small for them to get in with dirt. I don't think they're too OP as they seemed in those circumstances though, but I agree: Because of where they spawn and how strong they are, they should be on some form of event delay. (I suggest SetEventTimeOut -> 10 or 15 personally. Just enough time for a spider to clear the spawn, but still time so if they do wanna rush it'll take them a bit and let MAS catch it's breath.)

2. Welder's biggest issue is one weapon, no real supportive extra once it runs out of Pistol ammo, and if it's accompanying a ASN entourage it'll often get killed first. Additionally, we had many people focusing too hard on repairing sentries instead of ASNs, so maybe some clarification is needed at next hosting, I dunno :S Though I guess in the sake of fairness if the Field Mechanic gets a 3rd item, so should the Medic.

3. Much like the welder, some clarification notations on the MAS grouping when it comes to the HHF and Bug Zapper's bonus damage to large and small bugs respectively would help people use them more efficiently

4. An unfixable problem, but at least one recorded time we had someone griefing sentries by using the HHF's splash damage to damage them, repeatedly. I managed to spot him and kick him, however considering the factors I dunno how we'd fix it, as the raycast damage is pretty much a requirement for the HHF to function :S

334
Add-Ons / Re: Tier+Tactical 2.1 Megathread
« on: August 26, 2012, 07:10:08 PM »
There is no such thing as a moot issue. If there is an issue, you fix it, or you end development. Ignoring it by saying "Eh, not big deal" Is downright lazy. I'm lazy and I STILL took the time to fix this.
Just saying. Ya do realize we're also talking about Bushido here, right? >_>;

335
Add-Ons / Re: Tier+Tactical 2.1 Megathread
« on: August 26, 2012, 06:57:58 PM »
Basically, if you've equiped one weapon that has, say, 32 bullets loaded in it then you used setInventory to change that weapon to something like the RPG that has only one round, the RPG will inherit 32 rounds instead of what it SHOULD have, one round.
The bug only really shows up if you're using a weapon shop sorta system in a TDM/DM though. Most TDMs have spawnrooms where ya select the class at the start. If you're not constantly switching weapons out with the Additem or SetInventory, it's somewhat a moot issue.

336
Add-Ons / Re: Tier+Tactical 2.1 Megathread
« on: August 25, 2012, 10:03:19 PM »
Pretty much astetics discussed allready, with the added suggestions of maybe releasing/tweaking some of the unreleased T+T content that was seen for quite a while (like the T+T based Powerups, Energy Tier 1 and so on). Also, perhaps (even though for the 'generic' feel of T+T this is BLASTPHEMOUS!) some unique special weapons with secondary properties. Maybe as a special Tier? Stuff like Flamethrowers and toggle-fire rifles (see Frog's Exclusive's Carbine, which toggles between single/burst/auto with rightclick) as random suggestions.

337
Modification Help / Re: Bot Events II
« on: August 25, 2012, 07:46:09 PM »
If one of you, or even Amade, could upload a previous version of the Bot Events that are not failed, so we can at least have something working in the meantime... it would be very appreciated.
I dunno why, but I got a copy of the BotEvents that still works o,o if it got CRC'd you'd think it wouldn't be working, but idunno :S

338
Modification Help / Re: The Bug & MAS Mods --Back to work~--
« on: August 23, 2012, 09:58:16 PM »
EXPLOSION DAY! :cookieMonster:

339
Modification Help / Re: Bot Events II
« on: August 23, 2012, 07:55:14 PM »
No, we are using bots, so we use AiPlayer. Let's do it right or not do it at all..
BotEvents WERE used on standard players though. Examples include specified uniforms without having to make the player a certain DM team.

340
Modification Help / Re: The Bug & MAS Mods --Back to work~--
« on: August 23, 2012, 01:55:27 AM »
The Honeypot Ant idea is a pretty good suggestion :D Also with that changelog, me likes.

341
Modification Help / Re: The Bug & MAS Mods --Back to work~--
« on: August 21, 2012, 07:44:12 PM »
Army's watches worked right?
Also, i am not sure if your load-out choices are great, but we will see..

EDIT:
Oh god what have i started to work on AAAAAAAAH! :C
Army's did, ya. And I can't figure out why it's not working either... :<
As for the loadouts, it's partly why I posted it up for suggestions, and if needbe temphosting to test it with you and Army whenever I get the update. Again, a lot of the balance factor is going to come from the need to control point units, which is also gonna be tricky to test...

342
Modification Help / Re: The Bug & MAS Mods --Back to work~--
« on: August 21, 2012, 08:48:46 AM »
So. Whilest Army is doing the more controlled testing of the actual playertypes on his server, I'm working on a refined, slightly bigger trenchdig build that further capitalizes on the 'capture point' design. Army's doing a similar one by what I know, but considering how class-based I have my selection it's got it's own quirks. However, I'm personally debating some balance issues with a few of the MAS Angoria loadouts in particular, which is why I'm popping a post now so I can toy with the loadouts without breaking things on an actual hostday >_> Anyway, mechanics discussion incoming, wall of text warning.

For the most part, MAS is very similar structure to the last time I hosted: 15 'weapon' classes, with 3 additional units thanks to the ASNs and Magma Exosuit. However, several of the MAS classes will require them to HOLD one of the capture points in the base structures. If they lose the control points related to, say, the Armory, they'll lose access to any class spawning from that branch of research. In addition, MAS will lose certain extras if Bugs capture those points (using the Armory example again, the Armory also dictates the spawning of Heavy Ammo Catches in the base, giving ammo to the Heavy Weapons and Antitank soldier's primary. No armory, no Vulcan/Strike Launcher very quickly.) In theory, a properly-defended MAS base should be rather self-defendable, however the various bug species will have MANY access vantage points, both inside and outside, from vents to breaking down the walls D: God this is gonna take a while to build.

Team loadouts for MAS thus far (I'd work on bugs, but I'm waiting until Army gets comfy with the current bugs before I tweak them for the troops)

Assault-Class: Soldiers designed for raids and lightning strikes. Also rather flexable in the heat of battle.

Trooper: Designed as a everyman, and will have arms that cover most ranges to deal with many threats.
Current Equipment: Combat MG, Combat Rifle, Retro Magnum
ISSUES: I'm debating trading the MG/Rifle for the Carbine, one of the Frog Exclusives with a togglable firing modes, which would fit the role of the Trooper well for a primary and lower the amount of headshot pain he can do. His new prospective loadout will probably be Carbine, Retro Magnum, Combat Knife, mayhaps.

Riot Trooper: A 'Tank' class, designed for leading a charge. Unlocked via Armory.
Current Equipment: Riot Shotgun, Pepperbox, Riot Shield, SuperSuit (75% Damage Reduction)
ISSUES: SuperSuit has some minor script/implimentation quibbles in comparison to the other armor suit I'm using (the Welder Armor), but personally I'd love me more access to other armor suits to try and differentiate the classes like this. Not sure who I'd ask for that, and it's not high on the issue list, especially as balance needs to be kept too.

Jet Trooper: MAS 'counter-flyer', with Fuel Jets to jump higher and move faster than most ground-born troops. Not so effective in the tunnels. Unlocked via Armory.
Current Equipment: Compact B. Rifle, Micro SMG, Combat Knife
ISSUES: In all honesty, a flyer in a trenchdig doesn't seem as entirely useful as other classes, but I can see the usefulness of countering flyers and rapid response, so ya, I dunno :S On bright side, these guys were originally supposed to have a Molotov. Nope.gif

Berserker: Close-Quarters combat masters, also the only class that comes stock with a syringe, so can double as a medic until Field Medics are unlocked.
Current Equipment: Chainsaw, Knife-Pole, Combat Knife, Syringe, Welder Armor (projectiles blocked from behind)
ISSUES: Maybe I'm trying to cater to too many different melee specialists here S: Debating sidearm Pistol of some design.

MAS Elite: The obligatory MAS Weapons specialists.
Current Equipment: Orb Launcher, Bug Zapper, HandHeldFlamer
ISSUES: Maybe a wee bit too strong? I dunno, it's hard to tell without testing the combo out...

Defense-Class: Designed for both holding an area and countering superheavy enemies like Worms and Ticks, not to mention those pesky random boss encounters.

Demolitionist: A explosives expert, with small ammo counts but heavy damage. Requires the Armory.
Current Equipment: Impact Launcher, Heavy SMG, Tanto, Conc. Grenades
ISSUES: Debating removing Conc. Grenades, because tunnels and murder.

Support: SHOTGUNS, SHOTGUNS EVERYWHERE
Current Equipment: Auto-Shotgun, Slug Shotgun, Combat Knife
ISSUES: Too plain? Alternatively, not sure if Slug Shotgun is a good choice, because it's yet another headshot weapon :S I'm kinda wanting to try and keep those exclusiveish to certain weapon types (aka Sidearms) and classes (the precision classes in Support), however the Slug Shotgun is a different take and still fits, and also unsure what to replace it with, if even replace it at all.

Heavy Weapons: Vulcan, plus a small selection of sidearms. It's effectiveness goes down the tube if it loses access to the Heavy Ammo Catche. Requires the Armory
Current Equipment: Vulcan, Single Shotgun, Snubnose
ISSUES: Vulcan itself is rather meaty, however it's got more limitations than the standard LMG does. It's also got a rather hillarious jump glitch still, so there's always the risk of Self Delete using it :P

Engineer: Sentry class because sentries actually aren't as imbalanced as one may think. Great against smaller bugs, and weapons can help 'delay' bigger ones. Requires Tech Lab.
Current Equipment: Duel Break Shotgun, Heavy Pistol, Pipe Wrench, MG Kit
ISSUES: By what I've seen of the last couple MAS hostings, the MG Sentry is actually not very effective against the Worm and Scorpion (and other HUGE bugs), so it's usefulness is only really good against the small and weak ones. Duel Break Shotgun is another Frog Exclusive, and it's exactly the name on the tin, a duel-barrel Break Shotty. Pipe Wrench is for prospective HMG turret emplacement idea on the exterior of the base, allowing them to repair them.

Antitank: Considering it takes an entire reserve of Strike Launcher ammo to kill a Worm with this anyway, I'm going to tentatively allow the Antitank into the MAS team this run. Requires the Armory.
Current Equipment: Strike Launcher, Heavy Pistol, Combat Knife
ISSUES: RAWKET LAWNCHARS are almost entirely used on every target but the ones they're intended for -,-; especially when ya got so many small squishy targets. To help counter this, I chose a launcher with both a low ammo reserve (only 6 active rockets, sans the one in the tube) and one that requires actual accuracy, which should reduce the amount of death-by-rocketspam.

Support-Class: Tricky or armed with special abilities, Supports fill the gaps in most other loadouts.

Sniper: Sniping's a good class mate. If I didn't have some sort of projectile sniper I'm sure people will freak :P
Current Equipment: Hawkeye, Heavy Pistol, Machete
ISSUES: I USE THE HEAVY PISTOL TOO MUCH AAAA-

Specialist: Upgraded from the Agile playertype to the Parkour playertype, the Specialist is still the faster, manuverable option. Requires Tech Lab
Current Equipment: Tactical Bullpup, Pop-Gun, Tanto
ISSUES: None currently, though the change of playertype may be jarring to some. Also debating trick-ledges on some of the pre-built structures for this playertype to access.

Commando: My cloaking watch copy has been broke since v20 and a half or somesuch, I swear :/ so Commando is still Shield+ somewhat soloist-minded gear. Requires Tech Lab.
Current Equipment: Blast Rifle, Duel SMG, Combat Knife, Shield Playertype
ISSUES: I'd love to give him the adaptive cloaking again (aka the Invisibility Watch). Maybe I can bug Lordi about it if he's not too busy and has spare time? >_>;

Field Medic: Dedicated healer, only one with ranged heals and is relatively gimped in combat potential as a result. Requires Tech Labs.
Current Equipment: Gauze Gun, Nailgun, Syringe
ISSUES: MAS is the only side with a dedicated healer right now, though Army's made mention of bugs eventually having healpoison. I'll add a dedicated nest for the Bugs to heal at, but even still, unsure how much this will compact a mobile medic.

Sharpshooter: And for those that don't like projectile snipers, here's every other headshot weapon so I don't get complained about thier absense :P
Current Equipment: Retro Sniper, Crossbow, Magnum
ISSUES: HEADSHOTS FOR EVERYBODY, though admittedly that's what the class is designed for.

Extra-Class: Mainly the MAS special playertypes.

ASNs: Army's working on balancing these out allready, as well as some functionalitys of thier own. Requires Robotics Depot
Current Equipment: Duel Zappers/Duel Orb Launchers, dependent on model
ISSUES: Yet again, waiting patiently until bugs are mostly worked out :P

MAS Magma Exosuit: Again, also being balanced, but giving the Exosuit even more OPness in the form of the Blunderbuss Mk2 for a 'closerange' weapon. Essentially, the Exosuit will be a tanky deathdealer, and I'll probably make it a seperate togglepoint AS WELL as put it on a event disable timer. Requires Robotics Depot.
Current Equipment: Magma Lance, Blunderbuss Mk2
ISSUES: As mentioned before, the Exosuit is kinda OP as it stands right now, and then I also gave it the last Frog Exlusive as well, a shotgun that may as well be a portable explosion generator >_>; I'll wait on the bugfix version before I really focus too heavily on seeing if the Blunder Mk2 will cause too many issues.

---

Again, asking opinions on my Issues/loadouts, and just giving ya a head's up that I'm not being lazy, I'm actually working competently on something this time :D

343
General Discussion / Re: Should Badspot add more building layers?
« on: August 21, 2012, 02:46:18 AM »
i get it, like in a paint program where layer 1 doesn't interfere with layer 2, but both are visible. i still don't see how this would be useful for though.
As the lairs work in Blockland, a brick on one layer type can support a brick of another layer, but you can still build in it (example: Water Bricks). GSF was hoping for a 3rd layer for terrain issues, as it would fix GSF's problem with trying to make terrain-style bricks work entirely properly with non-terrain bricks (especially ramps and so on). As a 3rd layer they could supported the bricks but still have some give for players to mess with.

344
General Discussion / Re: Should Badspot add more building layers?
« on: August 20, 2012, 09:49:30 PM »
PEOPLE. He linked this to GSF's terrain, so I'm assuming he's trying to sound smart and talk about the various lairs that dictate certain brick's building lair (aka if it's a standard brick, water brick, etc.) That is, if I remember the conversation correctly.

He still probably coulda just tried to discuss it in a more mature, fully researched thread and not assumed everyone knew what the fuzz they're talking about right off the bat.

345
Add-Ons / Re: Tier+Tactical 2.1 Megathread
« on: August 20, 2012, 11:52:58 AM »
I had originally started working on a guide, but I stopped the last time it updated as I expected a few more tiers to pop out before I started again ^^; As Energy still hadn't popped up yet, though, I guess it's safe to dig out that old Notepad file and get to work on it though.

Also Tingles removed T+T on 40k, so it wouldn't be eligible for the guide atm :< Unless we had a SECOND guide for the 40k pack... :3

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